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Editing Mass pitting

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{{Quality|Exceptional|18:43, 24 January 2014 (UTC)}}
 
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'''Mass pitting''' refers to [[Activity_zone#Pit.2FPond|pitting]] many [[cage]]d creatures at one time without having to build each cage and link it to a lever. This allows you to recycle many cages quickly, freeing them up for reuse in [[Trap#Cage_Trap|cage traps]] in minimal time.
 
'''Mass pitting''' refers to [[Activity_zone#Pit.2FPond|pitting]] many [[cage]]d creatures at one time without having to build each cage and link it to a lever. This allows you to recycle many cages quickly, freeing them up for reuse in [[Trap#Cage_Trap|cage traps]] in minimal time.
  
== Mass Pitting Design ==
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== Mass Pitting Design=
 
Also called the 'Mass Cage Recycling System'. Is a simple design that keeps you from having to build cages before releasing hostile creatures from them. This is safe for most hostiles, but see warnings below.
 
Also called the 'Mass Cage Recycling System'. Is a simple design that keeps you from having to build cages before releasing hostile creatures from them. This is safe for most hostiles, but see warnings below.
  
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#In the upper room [[channel]] out openings into the lower room which are evenly spaced and exactly 2 tiles away from each other ''(see image below)''.
 
#In the upper room [[channel]] out openings into the lower room which are evenly spaced and exactly 2 tiles away from each other ''(see image below)''.
 
#Build floor [[hatch]]es and place them over all of the openings.
 
#Build floor [[hatch]]es and place them over all of the openings.
#Mark each hatch [[forbid]]den. ''(In experiments this has been shown to help stop normal creatures in 0.40.xx from escaping.)''
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#Mark each hatch [[forbid]]den and [[Door#Usage|tightly closed]] to pets (''not'' "locked"). ''(In experiments this has been shown to help stop normal creatures in 0.40.xx from escaping.)''
 
#Place one big [[Stockpile#Animal|animal stockpile]] over the room such that every tile in the stockpile is adjacent ([[orthogonal]]ly or diagonally) to one of the hatches. Disable "empty cages" on the stockpile.
 
#Place one big [[Stockpile#Animal|animal stockpile]] over the room such that every tile in the stockpile is adjacent ([[orthogonal]]ly or diagonally) to one of the hatches. Disable "empty cages" on the stockpile.
 
#Create '''one''' large [[Activity_zone#Pit.2FPond|pit zone]] that covers '''all''' of the openings such that all of them are part of the same pit zone. This is critical to prevent hostiles from being led around and spooking your civilians.
 
#Create '''one''' large [[Activity_zone#Pit.2FPond|pit zone]] that covers '''all''' of the openings such that all of them are part of the same pit zone. This is critical to prevent hostiles from being led around and spooking your civilians.
 
#Disable all other animal stockpiles except for one empty-cage-only "animal" stockpile somewhere.
 
#Disable all other animal stockpiles except for one empty-cage-only "animal" stockpile somewhere.
#See [[#Pit variations|below]] for some suggestions on what to drop your invaders into.
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#See [[#The Pit variations|below]] for some suggestions on what to drop your invaders into.
  
Should end up looking something like this:
 
  
{{diagram|spaces=yes|
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The top room should end up looking something like this:
█  The Pit      Above        Designations  █
 
█  Level:       Leve2:        Leve2:        █
 
█  ╔═════════╗  ╔═════════╗  ╔═════════╗  █
 
█  ║+++++++++║  ║+++++++++║  ║sssssssss║  █
 
█  ║+++++++++║  ║+.++.++.+║  ║s[#000][#808000]¢ss[#000][#808000]¢ss[#000][#808000]¢s║  █
 
█  ║+++++++++║  ║+++++++++║  ║sssssssss║  █
 
█  ║+++++++++║  ║+++++++++║  ║sssssssss║  █
 
█  ║+++++++++║  ║+.++.++.+║  ║s[#000][#808000]¢ss[#000][#808000]¢ss[#000][#808000]¢s║  █
 
█  ║+++++++++║  ║+++++++++║  ║sssssssss║  █
 
█  ╚═════════╝  ╚═════════╝  ╚═════════╝  █
 
█                                            █
 
█  .-channeled  s-Stockpile  [#000][#808000]¢-Hatch cover █}}
 
  
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    <diagram>
  
The bottom room, the pit, can look like whatever you want as long as all of the openings you channeled out lead into it from the ceiling. Obviously you can scale the design with more or fewer hatch openings to get a larger or smaller stockpile area in the upper room, but a 6x9 room with 6 hatches in allows you to empty out 48 cages very quickly, without spooking dwarves, which is ample for most players - ymmv.
 
  
Variations of this design exist, but they all use the same basic principle - that is, all hostiles in cages must be directly adjacent to a suitable pit. Dwarves must not be required to haul hostile creatures across any distance or else they can become startled and release the dangerous creature, then free to do as it will.
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    =========
 +
    =[@6:0][#0:0]¢[#@]==[@6:0][#0:0]¢[#@]==[@6:0][#0:0]¢[#@]=
 +
    =========
 +
    =========
 +
    =[@6:0][#0:0]¢[#@]==[@6:0][#0:0]¢[#@]==[@6:0][#0:0]¢[#@]=
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    =========
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      = Stockpile
  
=== Use ===
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      [@6:0][#0:0]¢[#@] Hatch cover
  
Before pitting your captives, you may wish to [[Cage#How_to_disarm_hostiles_in_cages|disarm them]] -- depending on what you've built for them to fall into.
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    </diagram>
  
Now, wait for the stockpile above to fill and assign creatures to the pit all in one shot. Being pitted through the hatches will keep dwarves from being spooked by hostile creatures below, and with all cages directly adjacent to pits, creatures can be dumped in instantly without having to be led around.
 
  
A mass of dwarves will pile into the room, pit the creatures at about the same time, and haul the empty cages off to your empty cage stockpile. The poor pathetic creatures they pitted will then be left to the mercy of whatever is at the bottom of the pits.
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The bottom room can look like whatever you want as long as all of the openings you channeled out lead into it from the ceiling.
  
== Alternative Minecart Design ==
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Obviously you can scale the design with more or fewer hatch openings to get a larger or smaller stockpile area in the upper room, but a 6x9 room with 6 hatches in allows you to empty out 48 cages very quickly, without spooking dwarves, which is ample for most players - ymmv.
  
It is possible to automate a mass pitting system with [[minecart]]s. Minecart "shotgunning" is when a minecart traveling at significant speed encounters an obstacle and "launches" its contents. Cages which were in the minecart, and which encounter an obstacle while traveling at significant speed will similarly "shotgun" their contents, launching their inhabitants. This can empty an entire minecart full of cages simultaneously, without fear of escape. Note, however, that [[flying]] creatures may still be problematic.
+
Variations of this design exist, but they all use the same basic principle - that is, all hostiles in cages must be directly adjacent to a suitable pit. Dwarves must not be required to haul hostile creatures across any distance or else they can become startled and release the dangerous creature, then free to do as it will.
  
To do this a simple 2 stages design exists.
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=== Use ===
1st - shotgun cages out of a minecart
 
2nd - shotgun creatures out of the cages.
 
  
===Design===
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Before pitting your captives, you may wish to [[Cage#How_to_disarm_hostiles_in_cages|disarm them]] -- depending on what you've built for them to fall into.
  
{{diagram|spaces=yes|\
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Now, wait for the stockpile above to fill and assign creatures to the pit all in one shot. Being pitted through the hatches will keep dwarves from being spooked by hostile creatures below, and with all cages directly adjacent to pits, creatures can be dumped in instantly without having to be led around.
z  3:░░░░░░░░░
 
z  2:░░░░░ ╬᎔░
 
z  1:▲═□⌂╬_░ ░
 
z  0:░░░░░ ░░░
 
z -1:░░░░░░░░░
 
          A B
 
▲ : 18 ramps or impulse ramps
 
□ : pressure plate on top of tracks (triggered by minecart)
 
⌂ : forbidden minecart
 
╬ : fortification
 
_ : floor grate connected to the pressure plate
 
᎔ : hatch cover connected to the pressure plate
 
}}
 
  
The minecart containing cages should either be pushed down 18 ramps or pushed through 18 [[Minecart#Impulse_ramps|impulse ramps]] to get enough speed. When the minecart hits the forbidden one, the cages will be injected through the first fortification into chamber A-1. After that, the cages will hit the right wall and the creatures will be injected through the second fortification into chamber B-1. The chambers A and B can be extended downwards to get the cages and creatures to a lower z-level. Dwarves getting hit by cages while they are retrieving previous cages at A-0 can be avoided by using an appropriately long delay to the minecart push.
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A mass of dwarves will pile into the room, pit the creatures at about the same time, and haul the empty cages off to your empty cage stockpile. The poor pathetic creatures they pitted will then be left to the mercy of whatever is at the bottom of the pits.
 
 
:'''''Note''''' Some of the creatures will die, get injured, get stuck inside the second fortification, or do not get released from the cages at all.
 
  
== Pit variations ==
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=== The Pit variations ===
  
 
After your dwarves have dumped out the cages the inhabitants will be dropped into the room below. Here you can find some suggestions on its construction:
 
After your dwarves have dumped out the cages the inhabitants will be dropped into the room below. Here you can find some suggestions on its construction:
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====Lava Pool====
 
====Lava Pool====
  
Alternatively, you can fill the room with magma and watch as the hostiles are instantly incinerated! Requires an [[aqueduct]] and/or magma safe materials.
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Alternatively you can fill the room with magma and watch as the hostiles are instantly incinerated! Requires an [[aqueduct]] and/or magma safe materials.
  
 
====Weapon Trap Hallway====
 
====Weapon Trap Hallway====
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In order to protect frame rate, spread of miasma if you are using this for melee training, gather any remaining loot that was not removed before pitting the creatures, or simply a desire for fortress cleanliness, you can make a bridge as part or all of one wall to the pit.  When retracted it acts as a wall and removes any danger of escaping prisoners, but when all are dead or sufficient military is waiting, you may lower this to retrieve any bodies or valuables. If you do not like having a pit unavailable during this time, you may consider building a second to alternate uses between which one is being filled and which one is being emptied.
 
In order to protect frame rate, spread of miasma if you are using this for melee training, gather any remaining loot that was not removed before pitting the creatures, or simply a desire for fortress cleanliness, you can make a bridge as part or all of one wall to the pit.  When retracted it acts as a wall and removes any danger of escaping prisoners, but when all are dead or sufficient military is waiting, you may lower this to retrieve any bodies or valuables. If you do not like having a pit unavailable during this time, you may consider building a second to alternate uses between which one is being filled and which one is being emptied.
 
Another alternative is to build a raising (instead of a retracting) bridge and use it to atomize all of the miasma producing corpses instead of hauling them topside.
 
Another alternative is to build a raising (instead of a retracting) bridge and use it to atomize all of the miasma producing corpses instead of hauling them topside.
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 +
== Alternative Minecart Design ==
 +
 +
It is possible to automate a mass pitting system with [[minecart]]s. Minecart "shotgunning" is when a minecart traveling at significant speed encounters an obstacle and "launches" its contents. Cages which were in the minecart, and which encounter an obstacle while traveling at significant speed will similarly "shotgun" their contents, launching their inhabitants. This can empty an entire minecart full of cages simultaneously, without fear of escape. Note, however, that [[flying]] creatures may still be problematic.
 +
 +
To do this a simple 2 stages design exists.
 +
1st - shotgun cages out of a minecart
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2nd - shotgun creatures out of the cages.
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 +
{{diagram|spaces=yes|\
 +
z -0:░░░░░░░░░░░░░░░
 +
z -1:══ ░░░░░░░░░░░░
 +
z -2:░░▲ ░░░░░░░░░░░
 +
z -3:░░░▲ ░░░░░░░░░░
 +
z -4:░░░░▲ ░░░░░░░░░
 +
z -5:░░░░░▲ ░░░░
 +
z -6:░░░░░░▲══⌂╬ ░░░
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z -7:░░░░░░░░░░░░░░░
 +
    A      B  C D
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 +
⌂ : forbidden minecart
 +
╬ : fortification
 +
}}
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1. Load a minecart with cages at A-1
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2. Push it from at least 5 z levels
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3. When the minecart hits forbidden one the cages will be injected through fortification into chamber C-6
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4. When the cages hit the right wall caught creatures will be injected into chamber D-5
  
 
==Bugs==
 
==Bugs==
* If there are any creatures set to be pitted that are inaccessible (e.g, a goblin in a stockpile behind a forbidden door), the dwarves will not pit any creatures until the inaccessible creature is no longer set to be pitted.
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* Intelligent creatures do not appear in the list for chains, cages or pitting.{{bug|9271}}{{version|0.42.03}}
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* If there are any creatures set to be pit that are inaccessible (i.e, a goblin in a stockpile behind a forbidden door), the dwarves will not pit any creatures until the inaccessible creature is no longer set to be pit.
 
[[ru:Mass pitting]]
 
[[ru:Mass pitting]]

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